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- animatesprites clear of player_int_pos.
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parent
0bf60d53ee
commit
95bc8a173f
2 changed files with 36 additions and 51 deletions
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@ -163,12 +163,12 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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}
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if (t->statnum == 99) continue;
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner())
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().X - ps[h->spr.yvel].player_int_opos().X, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().Y - ps[h->spr.yvel].player_int_opos().Y, 16));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].player_int_opos().Z, ps[h->spr.yvel].player_int_pos().Z, smoothratio));
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t->pos.Z += gs.playerheight;
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t->pos.X -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.X - pp->opos.X, 16);
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t->pos.Y -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.Y - pp->opos.Y, 16);
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t->pos.Z = interpolatedvalue(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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}
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else if (!actorflag(h, SFLAG_NOINTERPOLATE))
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{
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@ -203,14 +203,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case FORCESPHERE:
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if (t->statnum == STAT_MISC && OwnerAc)
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{
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int sqa =
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getangle(
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OwnerAc->int_pos().X - ps[screenpeek].player_int_pos().X,
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OwnerAc->int_pos().Y - ps[screenpeek].player_int_pos().Y);
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int sqb =
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getangle(
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OwnerAc->int_pos().X - t->int_pos().X,
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OwnerAc->int_pos().Y - t->int_pos().Y);
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int sqa = getangle( OwnerAc->spr.pos.XY() - ps[screenpeek].pos.XY());
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int sqb = getangle(OwnerAc->spr.pos.XY() - t->pos.XY());
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if (abs(getincangle(sqa, sqb)) > 512)
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if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc))
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@ -354,9 +348,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break;
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}
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if (h->GetOwner())
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newtspr->set_int_z(ps[p].player_int_pos().Z - (12 << 8));
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else newtspr->set_int_z(h->int_pos().Z - (51 << 8));
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if (h->GetOwner()) newtspr->pos.Z = ps[p].pos.Z - 12;
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else newtspr->pos.Z = h->spr.pos.Z - 51;
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if (ps[p].curr_weapon == HANDBOMB_WEAPON)
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{
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newtspr->xrepeat = 10;
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@ -568,15 +561,15 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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if (r_shadows && !(h->spr.cstat2 & CSTAT2_SPRITE_NOSHADOW))
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{
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int daz;
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double floorz;
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if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE || h->spr.picnum == COMMANDER)
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daz = sectp->int_floorz();
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floorz = sectp->floorz;
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else
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daz = h->actor_int_floorz();
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floorz = h->floorz;
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if ((h->int_pos().Z - daz) < (8 << 8) && ps[screenpeek].player_int_pos().Z < daz)
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if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].pos.Z < floorz)
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{
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auto shadowspr = tsprites.newTSprite();
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*shadowspr = *t;
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@ -588,7 +581,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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shadowspr->shade = 127;
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shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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shadowspr->set_int_z(daz);
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shadowspr->pos.Z = floorz;
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shadowspr->pal = 4;
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if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
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@ -602,9 +595,9 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(shadowspr->int_pos().X - ps[screenpeek].player_int_pos().X, shadowspr->int_pos().Y - ps[screenpeek].player_int_pos().Y);
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shadowspr->add_int_x(bcos(look, -9));
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shadowspr->add_int_y(bsin(look, -9));
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int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += buildang(look).fcos() * 2;
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shadowspr->pos.Y += buildang(look).fsin() * 2;
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}
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}
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}
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@ -143,12 +143,12 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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}
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if (t->statnum == 99) continue;
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner())
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auto pp = &ps[h->PlayerIndex()];
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if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner())
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{
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t->add_int_x(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().X - ps[h->spr.yvel].player_int_opos().X, 16));
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t->add_int_y(-MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].player_int_pos().Y - ps[h->spr.yvel].player_int_opos().Y, 16));
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t->set_int_z(interpolatedvalue(ps[h->spr.yvel].player_int_opos().Z, ps[h->spr.yvel].player_int_pos().Z, smoothratio));
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t->pos.Z += gs.playerheight;
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t->pos.X -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.X - pp->opos.X, 16);
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t->pos.Y -= MulScaleF(MaxSmoothRatio - smoothratio, pp->pos.Y - pp->opos.Y, 16);
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t->pos.Z = interpolatedvalue(pp->opos.Z, pp->pos.Z, smoothratio) + gs.playerheight;
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h->spr.xrepeat = 24;
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h->spr.yrepeat = 17;
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}
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@ -198,14 +198,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case FORCESPHERE:
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if (t->statnum == STAT_MISC && OwnerAc)
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{
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int sqa =
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getangle(
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OwnerAc->int_pos().X - ps[screenpeek].player_int_pos().X,
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OwnerAc->int_pos().Y - ps[screenpeek].player_int_pos().Y);
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int sqb =
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getangle(
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OwnerAc->int_pos().X - t->int_pos().X,
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OwnerAc->int_pos().Y - t->int_pos().Y);
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int sqa = getangle(OwnerAc->spr.pos.XY() - ps[screenpeek].pos.XY());
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int sqb = getangle(OwnerAc->spr.pos.XY() - t->pos.XY());
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if (abs(getincangle(sqa, sqb)) > 512)
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if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc))
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@ -396,9 +390,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case TIT_WEAPON: newtspr->picnum = FREEZESPRITE; break;
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}
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if (h->GetOwner())
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newtspr->set_int_z(ps[p].player_int_pos().Z - (12 << 8));
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else newtspr->set_int_z(h->int_pos().Z - (51 << 8));
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if (h->GetOwner()) newtspr->pos.Z = ps[p].pos.Z - 12;
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else newtspr->pos.Z = h->spr.pos.Z - 51;
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if (ps[p].curr_weapon == HANDBOMB_WEAPON)
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{
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newtspr->xrepeat = 10;
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@ -725,17 +718,16 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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{
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if (r_shadows && !(h->spr.cstat2 & CSTAT2_SPRITE_NOSHADOW))
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{
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int daz;
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double floorz;
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if (isRRRA() && sectp->lotag == 160) continue;
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if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE)
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daz = sectp->int_floorz();
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floorz = sectp->floorz;
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else
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daz = h->actor_int_floorz();
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floorz = h->floorz;
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if ((h->int_pos().Z - daz) < (8 << 8))
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if (ps[screenpeek].player_int_pos().Z < daz)
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{
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if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].pos.Z < floorz)
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{
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auto shadowspr = tsprites.newTSprite();
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*shadowspr = *t;
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@ -746,7 +738,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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shadowspr->shade = 127;
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shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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shadowspr->set_int_z(daz);
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shadowspr->pos.Z = floorz;
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shadowspr->pal = 4;
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if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
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@ -760,11 +752,11 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(shadowspr->int_pos().X - ps[screenpeek].player_int_pos().X, shadowspr->int_pos().Y - ps[screenpeek].player_int_pos().Y);
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shadowspr->add_int_x(bcos(look, -9));
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shadowspr->add_int_y(bsin(look, -9));
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int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += buildang(look).fcos() * 2;
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shadowspr->pos.Y += buildang(look).fsin() * 2;
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}
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}
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}
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}
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}
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}
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